886 The Hall of Alebrijes

During the fall, townsfolk grow solemn as the Day of the Dead approaches. They build community altars adorned with cempasúchil flowers, sugar skulls, and paintings of their loved ones who have already parted from this world. During this day, the Hall of Alebrijes opens its doors. In its grand chamber, it is possible to commune with the dead. Some say they can be brought back to life, if the right price is offered…

This adventure begins in a small island town named Janitzio. The townsfolk are busy getting ready for the Day of the Dead celebration on November 1st. In this old tradition, the townsfolk honor their ancestors, pray for them, and build colorful altars to guide their spirits back home for a day. The altars are decorated with food and cempasúchil flowers. Children seem happy as they run with painted faces and elaborate disguises. On the other hand, the adults are solemn and thoughtful, always thinking of those who are not with them any longer.

The Hall of Alebrijes. It is known that in the middle of Janitzio Island, moonlight opens a gate into an ancestral hall during the Day of the Dead. In local folklore, they say that beyond that threshold, one crosses into the world of the dead, guarded by fantastic, colorful animal chimeras known as ‘alebrijes’. Alebrijes guide souls to and from the Realm of the Dead. But the real guardian is the Catrina. She guards the veil that divides the two worlds. Most of those who dare enter this place do not return. The locals revere it just as much as they fear it.

Priceless Opportunity. The characters learn that it is possible to contact the spirit of a dead being in the Hall of Alebrijes. Some claim that resuscitation is possible too. However, all agree that such deeds come at a cost, and the Catrina is the sole judge of this transaction. This adventure depends on the characters requiring such communion with a dead person. Perhaps a party member needs to contact a loved one who recently passed away. On the other hand, if a character has recently lost their life, this can be the perfect chance for the remaining characters to guide their companion’s spirit back into the world of the living. This is particularly useful for low-level parties seeking to revive a fallen comrade.

Reaching the Gate

The party has but 1 day to access this gate. Pale moonlight reveals the outline of a shaded threshold on the surface of an outcropping in Janitzio’s center; cempasúchil flowers surround the area. The characters come alone; the locals’ fearful reverence of this place keeps them away.

Level-4 Adventure

Flora. The cempasúchil flower blooms during the fall and is commonly used in the Day of the Dead decorations. People claim it has a special connection with the spirits. It is also used in alchemical concoctions.

Alebrijes. These strange, impossible creatures are invisible to the living. Alebrijes are spiritual companions that guide souls across the worlds.

1. Entrance Hall

Two bronze effigies guard this chamber. They portray alebrijes: chimeric creatures decorated with brilliant colors and gleaming crystals. These two are winged and have canine heads.

The Warning. Friendly voices come from the alebrije statues, they say in unison: “Turn back! This is not a place for mischief or curiosity. The Catrina shall judge harshly if you continue. She is the warden of worlds.”

The Vase. The clay container between the statues is sealed with wax. It contains several pounds of ashes, but buried in it is a Ring of Protection.

2. North Library

This small alcove contains a stone bookshelf with many old, rotten tomes. If the characters inspect the documents (DC 15 Investigation), they learn some information about the Catrina, the dungeon’s warden.

3. South Library

This small alcove is similar to area 2 and can be searched in the same way. The documents contain a written description of the Hall of Flowers. It is revealed that it sits between the two worlds; the six skull effigies in the chamber are described too.

Treasure. Two spell scrolls are stored on the shelf: Fireball and Bless.

The Catrina. The undead spirit is the warden of the Hall of Flowers. With her blessing, living creatures can gaze into the skull effigies and contact the dead. If a high price is paid, a person can also be brought back to life.

Skull Effigies. The cranium statues in the Hall of Flowers are made of powdered sugar and decorated with shining quartz. The largest is as big as a storm giant’s.

4. Columbariums

Three columns host hundreds of funerary niches, each containing the ashen remains of a person. If the characters respect the sanctity of this place, all is well. But if they desecrate the tombs by prying them open, five shadows coalesce from the ashes and attack.

The Children. If the characters accepted the ghosts’ quest from Random Event 4, they must open 3d8 niches to find the crying woman’s children. This triggers the attack (see above). In exchange, the grateful ghost gifts them a family heirloom, a Brooch of Shielding.

5. Hall of Forgiveness

As the characters enter this room, the friendly voices of the alebrije statues say: “Take this moment to ponder on those who have grieved you. In their aggression and sins, they suffer too. Are you willing to forgive them?” Characters who meditate honestly about forgiving others in this room, for 10 minutes, gain Heroic Inspiration.

6. Hall of Repentance

As the characters enter this room, the friendly voices of the alebrije statues say: “Take this moment to consider the terrible things you have done that soil your hands. Do others not deserve that you make amends?” Characters who meditate honestly about repenting in this room, for 10 minutes, gain Heroic Inspiration.

The Worthy. Characters who meditate in areas 5 and 6 honor the dead and the traditions of Janitzio. In addition to the Heroic Inspiration, they have Advantage on Saving Throws against the Catrina’s Hypnotic Aura.

7. Hall of Flowers

A gleaming bed of cempasúchil flowers crosses the chamber. Colorful alebrije statues and large, porous, adorned skulls hug the walls of this hall. A figure stands in the center. The fabled Catrina.

The Challenge. Bound to guard this place, the Catrina repels all who come seeking communion with the afterlife. Her challenge is one of combat prowess. Only the strongest can earn her blessing. The Catrina fights fiercely. Four skeletons fight by her side; they rise from the flower bed. The battle ends when the Catrina drops to a quarter of her Hit Points. She bows proudly and disappears. The characters have her blessing to use the Hall of Flowers until dawn.

The Beyond. After the Catrina parts, the characters can meditate on the flower bed to contact any dead person without limit. If they want to revive a person, someone must pay the price: a lifespan reduction of 25%.

Dawn. If the characters are in the Hall of Alebrijes at dawn, they are teleported back to Janitzio. The dungeon remains inaccessible for 1 year.

Skeletons. These undead are decorated like the Altar of the Dead skulls. With colorful decorations. When destroyed, the skeletons crumble into mounds of fine, powdered sugar.

The Price. The lifespan reduction impacts humans as much as elves. It is a ruinous cost not paid on impulse. A soul returning to the world of the living in a newly formed body is not easily attained.

Random Events (1d6)

1 An old knight enters the dungeon. He seeks the Catrina’s permission to contact his wife, who passed away months ago. He cares not for his life in this mission.
2 Three toughs enter the dungeon seeking not communion with the dead, but the promise of easy treasure. If they find the characters, they attempt to rob them.
3 Three penitent souls (shadows) meander the Hall of Alebrijes. Unable to escape their hellish existence, they seek to spread their endless misery upon others.
4 The ghost of a crying woman appears before the characters. She cries for her missing children, whom she claims are interred in the niches (area 4). She is prone to violence unless the characters agree to help her.
5 A random character steps on a loose slab of stone and attracts the attention of a swarm of insects that lives under it. They flee if dropped to half their Hit Points.
6 Four skeletons, summoned by the Catrina, approach the characters. One of them speaks, demanding they leave the dungeon. If they do not comply, the undead attack.

The Catrina

Medium Undead, Neutral

Armor Class 13                                    Initiative +6 (16)

HP 75 (10d10 + 20)

Speed 30 ft.

MOD SAVE MOD SAVE MOD SAVE
Str 7 -2 -2 Dex 16 +3 +6 Con 14 +2 +2
Int 12 +1 +1 Wis 11 +0 +0 Cha 17 +3 +6

Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder

Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Poisoned

Senses Darkvision 60 ft., passive Perception 10

CR 5 (XP 1,800; PB +3)

Traits

Ethereal Sight. The Catrina can see 60 feet into the Ethereal Plane while it is on the Material Plane.

Actions

Multiattack. The Catrina makes two Withering Touch attacks.

Withering Touch. Melee Attack Roll: +6, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage.

Etherealness. The Catrina casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The Catrina is visible on the Material Plane while on the Border Ethereal and vice versa, but it can’t affect or be affected by anything on the other plane.

Hypnotic Aura (Recharge 5-6). Constitution Saving Throw: DC 14, each creature in a 20-foot Emanation originating from the Catrina (skeletons succeed automatically). Failure: 7 (2d6) Psychic damage, and the target has the Stunned condition until the end of their next turn.

Bonus Actions

Misty Step (3/Day). The Catrina casts Misty Step, using Charisma as its spellcasting ability.

 

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